Healing Magic | ||
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Level | Cost Per Use | Name and Information |
Level 1 | 25 mana | Sew The user gain the ability to be able to heal bruises and small lacerations up to 4 in long and 1 in deep leaving very little scarring. |
Level 2 | 50 mana | Identify The user gains the ability to be able to detect plants and herbs that are poisonous to their species. Unless they have herbal knowledge they don't know anything about the plant other then its ability to harm their own species. You must purchase Sew before this. |
Level 3 | 100 mana | Detoxify The user gains the ability to nullify or remove any poison or venom that is on an open wound such as a bite or sting. The user is not able to remove any venom or poison that has already moved into the victim's bloodstream.You must purchase Identify before this. |
Level 4 | 150 mana | Mend The user gains the ability to mend a single broken bone anywhere on a character's body. The longer the bone is broken, the harder it is to be able to successfully mend the bone.You must purchase Detoxify before this. |
Level 5 | 200 mana | Renew The user gains the ability to heal a single internal injury or disease that the creature was not born with. The longer they have had it, the harder it is to be able to successfully heal them. You must purchase Mend before this. |
Level | Cost Per Use | Augmentations |
Level 1 | 50 mana | Stitch An upgrade to Sew, the user can now heal larger wounds, bruises, and burns leaving no scarring as long as the victim isn't dying. You must purchase Sew before this. |
Level 2 |
100 mana |
X-Ray An upgrade to Mend, the user gains the ability to be able to see any broken bones of a specific area in a character's body. You must purchase Mend before this. |
Level 3 | 200 mana | Neutralizer An upgrade to Detoxify, the user can now remove any poison or venom in the victims body both inside and out. However, the longer the creature holds the poison, the harder it will be to completely cure them without severe side effects. You must purchase Detoxify before this. |
Level 4 | 300 mana | Taxonomy An upgrade to Identify, the user gains the ability to know what every herb does and if it is poisonous to any species that they currently know. This does not give someone an instant idea of how to use them though. You must purchase Identify before this. |
Level 4 |
300 mana |
Regeneration An upgrade to Mend, the user gains the ability to heal all broken bones anywhere on a character's body. The longer the bones are broken, the harder it is to be able to successfully mend the bones. You must purchase Mend before this. |
Level 5 | 400 mana | Panacea An upgrade to Renew, the user gains the ability to cure any and all internal injuries, illnesses and diseases that the creature was not born with. The longer they have had it, the harder it is to be able to successfully heal them. You must purchase Renew before this. |
Divine Magic | ||
Level |
Cost Per Use |
Name and Information |
Level 1 |
25 mana |
Purify The user can purify any food within a 10 foot radius of themselves causing the items to be free from poison and disease. |
Level 1 |
25 mana |
Detect The user can tell what one individual magic a single creature has the ability to use (has unlocked) but can only be used once per thread. |
Level 2 |
50 mana |
Repose The user can touch a newly dead corpse and preserve it to keep it from decaying. |
Level 3 |
100 mana |
Locate The caster can use this magic with the thought of finding an item that they know. They will be able to tell where it is located as long it is within 1000 feet of them. |
Level 4 |
150 mana |
Sanctuary The user can call upon a shield to cover their body which can be used to negate a single physical attack. The shield itself lasts up to 3 turns or until it is hit with an attack, whichever comes first. |
Level 5 |
200 mana |
Bless The user can give themselves the ability to use a single magic (not from any branches) that is one level higher then what they currently have unlocked. |
Level |
Cost Per Use |
Augmentations |
Level 1 |
50 mana |
Cleanse An upgrade to Purify. the user can now purify both food, herbs, and water within a 20 foot radius of themselves causing the items to be free from poison and disease. |
Level 2 |
100 mana |
Reveal An upgrade to Detect, the user can now tell all the individual magics that a single creature has the ability to use (has unlocked) but can only be used once per thread. |
Level 3 |
200 mana |
Preserve An upgrade to repose, the user can now make the body look like a younger version of the corpse that has died and at the same time, will preserve it to keep it from decaying. |
Level 4 |
300 mana |
Discover An upgrade to Locate, the user can use this magic in order to find an extra item when foraging. Must be used in the forage post and be posted in the forage update thread. This will give you a chance to find two extra items instead of one. |
Level 4 |
300 mana |
Resistance An upgrade to Sanctuary, the user can use this magic before an attack to negate a single magical attack for up to 3 turns. Once a magical attack is used on them, they don't take damage or effects from it, but the protection ends. |
Level 5 |
400 mana |
Expose An upgrade to Detect, the user can now tell all the magics (individual and realm) that a single creature has the ability to use (has unlocked) but can only be used once per thread. |
Level 5 |
400 mana |
Glorify An upgrade to Bless, the user can now touch another willing creature than give them the ability to use a single magic (not from any branches) that is one level higher then what they currently have unlocked. |
Blood Magic | ||
Level |
Cost Per Use |
Name and Information |
Level 1 |
25 mana |
Pins The user gains the ability to control the blood inside of a single creature's body, causing the blood to harden just enough for the opponent's body to start going numb. This causes no physical damage and the effect lasts for 2 posts |
Level 2 |
50 mana |
Spear The user gains the ability to use any fresh blood that is on the ground to create a single spike that is up to 1 foot tall and 6 inches wide to shoot upwards. The spike lasts for 3 posts. |
Level 3 |
100 mana |
Bomber The user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature. Upon impact, the ball will explode into 2 in long blood needles that will stab into anything within a 3 foot radius. The spikes dissolve within 3 posts. |
Level 4 |
150 mana |
Vampire The user gains the ability to heal themselves during combat by biting and drawing blood from another creature. This can heal small wounds such as small bruises and small lacerations, up to 2 inches wide and 1/2 inch deep. This lasts 2 posts. |
Level 5 |
200 mana |
Transformation The user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit. The creature can't attack and after 1 post, they will return back to solid form and can't move while in blood form. |
Level |
Cost Per Use |
Augmentations |
Level 1 |
50 mana |
Needles An upgrade to Pins, the user gains the ability to control the blood inside of a single creature's body, causing the blood to harden enough to begin to pierce the creature from the inside out. This causes internal pain throughout the creature's whole body but causes no long term damage and the effect lasts for 2 posts. |
Level 2 |
100 mana |
Spikes An upgrade to Spear, the user gains the ability to use any fresh blood that is on the ground to create a blanket of small 1 inch spikes on the ground that is up to 2 feet wide and 2 feet long. The blanket itself lasts up to 3 posts. |
Level 3 |
200 mana |
Leech An upgrade to Vampire, the user gains the ability to heal themselves during combat by tasting the fresh blood of another creature from either the creature themselves or from the ground. This can heal minor wounds such as bruises, first degree burns, and small lacerations, up to 2 inches wide and 1/2 inch deep. This lasts 2 posts. |
Level 4 |
300 mana |
Explosion An upgrade to Bomber, the user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature. Upon impact, the ball will explode into 4 in long blood needles that will stab into anything within a 5 foot radius. The spikes dissolve within 3 posts. |
Level 5 |
400 mana |
Teleportation An upgrade to Transformation, the user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit. The creature can't attack and after 2 posts, they will return back to solid form but can move around up to 15 feet from their starting location while in blood form. |
Electricity Magic | ||
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Level | Cost Per Use | Name and Information |
Level 1 | 25 mana | Static The user gains the ability to coat their body in a small electric field that can cause discomfort on touch but can't burn another. The ability lasts up to 2 posts. |
Level 2 | 50 mana | Dart The user gains the ability to be able to cause a small condensed ball of electricity to shoot from their mouths towards a single target. Upon impact, the ball can cause first degree burns. You must purchase Static before this. |
Level 3 | 100 mana | Bolt The user gains the ability to call down a single stroke of lightning to hit the ground anywhere that the user can see. The lightning can cause second degree burns on direct contact and first degree burn on partial contact. The electricity stays in the same place and only burns character within a 5 foot radius of the blast. You must purchase Dart before this. |
Level 4 | 150 mana | Fireworks The user gains the ability to send out a single burst of electriciy from their mouth. The shot itself will not hit a target but instead explodes before contact in a bright flash. Any creature, including the user, within 10 feet of the blast will become temporarily blind for 1 post. You must purchase Bolt before this. |
Level 5 | 200 mana | Conduct The user gains the ability to call down a bolt of lightning to hit themselves instead of a target. Instead of getting harmed by the lightning though, they can instead, push the electricity into the ground around them. This causes any creatures standing within a 10 foot radius of the user to gain third degree burns on contact. You must purchase Fireworks before this. |
Level | Cost Per Use | Augmentation |
Level 1 | 50 mana | Smoke An upgrade to Firework, the user gains the ability to cause a think black smoke to move from the spot of the firework, moving around the area and causing creatures in a 10 foot radius of the blast to have trouble seeing for 2 posts. This ability must be used with the use of Firework. You must purchase Firework before this. |
Level 2 | 100 mana | Arrow An upgrade to Dart, the user gains the ability to create a sharp arrow of electriciy to shoot from their mouths. Upon impact, the arrow can cause first degree burns and lacerations. You must purchase Dart before this. |
Level 3 | 200 mana | Lightning An upgrade to Bolt, the user gains the ability to call down a stoke of lightning that moves through the ground causing those standing within a 15 foot radius to sustain first degree burn, second degree burn in a 5 foot radius and third degree burn if hit directly. You must purchase Bolt before this. |
Level 4 | 300 mana | Shock An upgrade to Static, the electric field on their body is stronger and can now cause up to second degree burns to another as well as stunning them for one full post. The ability itself lasts up to 2 posts. You must purchase Static before this. |
Level 5 | 400 mana | Current An upgrade to Conduct, the user gains the ability to call down several bolts of lightning for up to 3 posts to hit the user, charging up this ability. Once the user wishes to release it, or after three posts, the electricity will push through the ground around the user up to 10 feet. The electricity will cause third degree burns on complete contact and second degree burns on any area of their body up to 1 foot off the ground as well as stunning any targets in that area for 1 post. You must purchase Conduct before this. |
Necromancy Magic | ||
Level |
Cost Per Use |
Name and Information |
Level 1 |
25 mana |
Terror The user gains the ability to cause a single person that they can see to become fearful of the user. This can cause chills, hot flashes, shaking, and tunnel vision along with rabid heart rate. This magic lasts for 1 turn. |
Level 2 |
50 mana |
Weaken The user gains the ability to remove the life force of a single character. This means that once per thread, the user can take a character's health down a single level. However, the creature can not go past Poor Health. |
Level 3 |
100 mana |
Bond The user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well. The bonded creature will not receive any lacerations. The magic lasts 2 turns. |
Level 4 |
150 mana |
Reanimate The user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says. They can fetch things, send messages and more, however they can not fight. The magic lasts up to 3 turns. |
Level 5 |
200 mana |
Vitalize The user gains the ability to animate a single inanimate object that is up to 30 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage. The object will return to its normal state after 3 posts. |
Level |
Cost Per Use |
Augmentations |
Level 1 |
50 mana |
Panic An upgrade to Fear, the user gains the ability to cause a single person that they can see to become fearful of the user. This can cause dizziness, numbness, chest pain, abdominal cramping and rapid hear rate. This magic lasts for 1 turn. |
Level 2 |
100 mana |
Strengthen An upgrade to Weaken, the user gains the ability to gain the life force of another. This means that once per thread, the user can make their own health up by a single level. However, the user can not go past Excellent. |
Level 3 |
200 mana |
Link An upgrade to Bond, the user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well. The bonded creature will receive the same lacerations as the caster. The magic lasts 2 turns. |
Level 4 |
300 mana |
Zombie An upgrade to Reanimate, the user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says. They can fetch things, send messages, fight and take damage. The magic lasts up to 3 turns. |
Level 5 |
400 mana |
Sentient An upgrade to Vitalize the user gains the ability to animate a single inanimate object that is up to 70 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage. The object will return to its normal state after 3 posts. |
Metal Magic | ||
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Level | Cost Per Use |
Name and Information |
Level 1 | 50 mana |
Magnetic The user gains the ability to cause their skin to become magnetic which draws forward all metal objects withing 5 feet of their bodies. In using this ability, the user can also cause the probability of successfully foraging for jewelry to be increased. (If you fail your forage, you will get a single reroll without having to forage again.) |
Level 2 | 100 mana |
Lead The user gains the ability to fling any metal objects up to 3 lbs towards a target they can see. Each object can only be thrown once, however the ability can be used multiple times. |
Level 3 | 200 mana |
Alchemy The user gains the ability to turn any non living item into a metal version of that object. That means that a creature can turn a wooden stick into a metal one. In doing so, that item will remain metal for up to 3 turns before reverting back to normal. |
Level 4 | 300 mana |
Sharpen The user gains the ability to sharpen any piece of metal to a blade or point. The blade can only be up to 3 inches long but can be sharp enough to cut a creature's skin with ease. |
Level 5 | 500 mana |
Sand The user gains the ability to call on metal in the form of a sand particles. These particles can attack another creature for up to 2 turns before vanishing. They are strong enough to cause piercing wounds up to 3 inches deep. |
Level | Cost Per Use |
Augmentation |
Level 1 | 50 mana |
Armor An upgrade to Magnetic, the user can now use the metal objects they draw towards themselves to create an armor that will protect parts of their body. If they are wearing any metal, it can be made into the armor as well without harming the item. This armor will protect the user against up to 2 physical attacks, or 1 magical attack. After using the ability, which runs out after 3 turns, the items will revert to their original forms. |
Level 2 | 100 mana |
Bullet An upgrade to Lead, the user can now create up to 3 small bullets to shoot from their mouths at a target within 5 feet of them. The bullets themselves will cut through flesh and cause wounds up to 4 in deep. |
Level 3 | 200 mana |
Chemistry An upgrade to Alchemy, the user gains the ability to turn non living items into a metal version of it that will remain until the user changes it back. The item can be broken, however and can only be used once per thread.An upgrad - e to Alchemy, the user gains the ability to turn non living items into a metal version of it that will remain until the user changes it back. The item can be broken, however and can only be used once per thread. |
Level 4 | 300 mana |
Bladed An upgrade to Sharpen, the user gains the ability to sharpen any piece of metal to a blade or point. The blade can only be up to 12 inches long but can be sharp enough to cut a creature's skin with ease. |
Level 5 | 400 mana |
Iron An upgrade to Sand, the user gains the ability to call on metal in the form of a sand particles. These sand particles can now form into any shape up to 3 feet in diameter which can hit or cut a target. The sand will crumble upon impact and will cause wounds up to 5 inches deep. |